v1.4.0: leaned a bit more into the wealth buff
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+5
-5
@@ -112,8 +112,8 @@ public class RingOfWealth extends Ring {
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//reset (if needed), decrement, and store counts
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//reset (if needed), decrement, and store counts
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if (triesToDrop == Float.MIN_VALUE) {
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if (triesToDrop == Float.MIN_VALUE) {
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triesToDrop = Random.NormalIntRange(0, 25);
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triesToDrop = Random.NormalIntRange(0, 20);
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dropsToEquip = Random.NormalIntRange(4, 8);
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dropsToEquip = Random.NormalIntRange(5, 10);
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}
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}
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//now handle reward logic
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//now handle reward logic
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@@ -127,7 +127,7 @@ public class RingOfWealth extends Ring {
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i = genEquipmentDrop(bonus - 1);
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i = genEquipmentDrop(bonus - 1);
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} while (Challenges.isItemBlocked(i));
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} while (Challenges.isItemBlocked(i));
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drops.add(i);
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drops.add(i);
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dropsToEquip = Random.NormalIntRange(4, 8);
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dropsToEquip = Random.NormalIntRange(5, 10);
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} else {
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} else {
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Item i;
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Item i;
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do {
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do {
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@@ -267,9 +267,9 @@ public class RingOfWealth extends Ring {
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result = Generator.random(Generator.Category.ARTIFACT);
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result = Generator.random(Generator.Category.ARTIFACT);
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break;
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break;
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}
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}
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//minimum level is 1/2/3/4/5/6 when ring level is 1/3/6/10/15/21
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//minimum level is 1/2/3/4/5/6 when ring level is 1/3/5/7/9/11
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if (result.isUpgradable()){
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if (result.isUpgradable()){
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int minLevel = (int)Math.floor((Math.sqrt(8*level + 1)-1)/2f);
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int minLevel = (level+1)/2;
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if (result.level() < minLevel){
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if (result.level() < minLevel){
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result.level(minLevel);
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result.level(minLevel);
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}
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}
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